]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
now clears stencil to 128 instead of 0, this avoids problems with arbitrary incr...
[xonotic/darkplaces.git] / r_shadow.c
index 54ce7584e5db1a2ea93d856c987fdab6f274d231..449e2a47373b7ac26623f2696cf4ec227025a155 100644 (file)
@@ -33,12 +33,12 @@ rtexture_t *r_shadow_blankwhitetexture;
 cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "2"};
 cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1"};
 cvar_t r_shadow_realtime = {0, "r_shadow_realtime", "0"};
-cvar_t r_shadow_erasebydrawing = {0, "r_shadow_erasebydrawing", "0"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "0"};
 cvar_t r_shadow_gloss = {0, "r_shadow_gloss", "1"};
 cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1"};
 cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1"};
 cvar_t r_shadow_bumpscale = {0, "r_shadow_bumpscale", "4"};
+cvar_t r_shadow_shadownudge = {0, "r_shadow_shadownudge", "1"};
 
 void R_Shadow_ClearWorldLights(void);
 void R_Shadow_SaveWorldLights(void);
@@ -97,33 +97,25 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&r_shadow_gloss);
        Cvar_RegisterVariable(&r_shadow_debuglight);
-       Cvar_RegisterVariable(&r_shadow_erasebydrawing);
        Cvar_RegisterVariable(&r_shadow_scissor);
        Cvar_RegisterVariable(&r_shadow_bumpscale);
+       Cvar_RegisterVariable(&r_shadow_shadownudge);
        R_Shadow_EditLights_Init();
        R_RegisterModule("R_Shadow", r_shadow_start, r_shadow_shutdown, r_shadow_newmap);
 }
 
-void R_Shadow_ProjectVertices(const float *in, float *out, int numverts, const float *relativelightorigin, float projectdistance)
+void R_Shadow_ProjectVertices(float *verts, int numverts, const float *relativelightorigin, float projectdistance)
 {
        int i;
+       float *in, *out, diff[4];
+       in = verts;
+       out = verts + numverts * 4;
        for (i = 0;i < numverts;i++, in += 4, out += 4)
        {
-#if 1
-               out[0] = in[0] + 1000000.0f * (in[0] - relativelightorigin[0]);
-               out[1] = in[1] + 1000000.0f * (in[1] - relativelightorigin[1]);
-               out[2] = in[2] + 1000000.0f * (in[2] - relativelightorigin[2]);
-#elif 0
-               VectorSubtract(in, relativelightorigin, temp);
-               f = lightradius / sqrt(DotProduct(temp,temp));
-               if (f < 1)
-                       f = 1;
-               VectorMA(relativelightorigin, f, temp, out);
-#else
-               VectorSubtract(in, relativelightorigin, temp);
-               f = projectdistance / sqrt(DotProduct(temp,temp));
-               VectorMA(in, f, temp, out);
-#endif
+               VectorSubtract(in, relativelightorigin, diff);
+               VectorNormalizeFast(diff);
+               VectorMA(in, projectdistance, diff, out);
+               VectorMA(in, r_shadow_shadownudge.value, diff, in);
        }
 }
 
@@ -304,13 +296,13 @@ void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, v
        if (maxshadowelements < numtris * 24)
                R_Shadow_ResizeShadowElements(numtris);
 
+       // check which triangles are facing the light
+       R_Shadow_MakeTriangleShadowFlags(elements, varray_vertex, numtris, trianglefacinglight, relativelightorigin, lightradius);
+
        // generate projected vertices
        // by clever use of elements we'll construct the whole shadow from
        // the unprojected vertices and these projected vertices
-       R_Shadow_ProjectVertices(varray_vertex, varray_vertex + numverts * 4, numverts, relativelightorigin, projectdistance);
-
-       // check which triangles are facing the light
-       R_Shadow_MakeTriangleShadowFlags(elements, varray_vertex, numtris, trianglefacinglight, relativelightorigin, lightradius);
+       R_Shadow_ProjectVertices(varray_vertex, numverts, relativelightorigin, projectdistance);
 
        // output triangle elements
        tris = R_Shadow_BuildShadowVolumeTriangles(elements, neighbors, numtris, numverts, trianglefacinglight, shadowelements);
@@ -541,12 +533,11 @@ void R_Shadow_Stage_ShadowVolumes(void)
        qglDepthFunc(GL_LESS);
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 0, 0xFF);
+       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
        qglEnable(GL_CULL_FACE);
        qglEnable(GL_DEPTH_TEST);
        r_shadowstage = SHADOWSTAGE_STENCIL;
-       if (!r_shadow_erasebydrawing.integer)
-               qglClear(GL_STENCIL_BUFFER_BIT);
+       qglClear(GL_STENCIL_BUFFER_BIT);
 }
 
 void R_Shadow_Stage_Light(void)
@@ -565,37 +556,13 @@ void R_Shadow_Stage_Light(void)
        qglEnable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        // only draw light where this geometry was already rendered AND the
-       // stencil is 0 (non-zero means shadow)
-       qglStencilFunc(GL_EQUAL, 0, 0xFF);
+       // stencil is 128 (values other than this mean shadow)
+       qglStencilFunc(GL_EQUAL, 128, 0xFF);
        qglEnable(GL_CULL_FACE);
        qglEnable(GL_DEPTH_TEST);
        r_shadowstage = SHADOWSTAGE_LIGHT;
 }
 
-int R_Shadow_Stage_EraseShadowVolumes(void)
-{
-       if (r_shadow_erasebydrawing.integer)
-       {
-               rmeshstate_t m;
-               memset(&m, 0, sizeof(m));
-               R_Mesh_TextureState(&m);
-               GL_Color(1, 1, 1, 1);
-               qglColorMask(0, 0, 0, 0);
-               qglDisable(GL_BLEND);
-               qglDepthMask(0);
-               qglDepthFunc(GL_LESS);
-               qglEnable(GL_STENCIL_TEST);
-               qglStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
-               qglStencilFunc(GL_ALWAYS, 0, 0xFF);
-               qglDisable(GL_CULL_FACE);
-               qglDisable(GL_DEPTH_TEST);
-               r_shadowstage = SHADOWSTAGE_ERASESTENCIL;
-               return true;
-       }
-       else
-               return false;
-}
-
 void R_Shadow_Stage_End(void)
 {
        rmeshstate_t m;
@@ -610,7 +577,7 @@ void R_Shadow_Stage_End(void)
        qglDepthFunc(GL_LEQUAL);
        qglDisable(GL_STENCIL_TEST);
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-       qglStencilFunc(GL_ALWAYS, 0, 0xFF);
+       qglStencilFunc(GL_ALWAYS, 128, 0xFF);
        qglEnable(GL_CULL_FACE);
        qglEnable(GL_DEPTH_TEST);
        // force mesh state to reset by using various combinations of features
@@ -1076,22 +1043,10 @@ void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elemen
        }
 }
 
-#define PRECOMPUTEDSHADOWVOLUMES 1
 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light)
 {
-#if PRECOMPUTEDSHADOWVOLUMES
        R_Mesh_Matrix(matrix);
        R_Shadow_RenderShadowMeshVolume(light->shadowvolume);
-#else
-       shadowmesh_t *mesh;
-       R_Mesh_Matrix(matrix);
-       for (mesh = light->shadowvolume;mesh;mesh = mesh->next)
-       {
-               R_Mesh_ResizeCheck(mesh->numverts * 2);
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               R_Shadow_Volume(mesh->numverts, mesh->numtriangles, varray_vertex, mesh->elements, mesh->neighbors, light->origin, light->lightradius, light->lightradius);
-       }
-#endif
 }
 
 cvar_t r_editlights = {0, "r_editlights", "0"};
@@ -1106,13 +1061,15 @@ vec3_t r_editlights_cursorlocation;
 static int castshadowcount = 1;
 void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style, const char *cubemapname)
 {
-       int i, j, k, l, maxverts, *mark;
-       float *verts, *v, *v0, *v1, f, projectdistance, temp[3], temp2[3], temp3[3], radius2;
+       int i, j, k, l, maxverts, *mark, tris;
+       float *verts, *v, f, temp[3], radius2;
+       //float projectdistance, *v0, *v1, temp2[3], temp3[3];
        worldlight_t *e;
-       shadowmesh_t *mesh;
+       shadowmesh_t *mesh, *castmesh;
        mleaf_t *leaf;
        msurface_t *surf;
        qbyte *pvs;
+       surfmesh_t *surfmesh;
 
        e = Mem_Alloc(r_shadow_mempool, sizeof(worldlight_t));
        VectorCopy(origin, e->origin);
@@ -1160,8 +1117,10 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                                                                f = -f;
                                                        if (f > 0 && f < e->lightradius)
                                                        {
-                                                               VectorSubtract(e->origin, surf->poly_center, temp);
-                                                               if (DotProduct(temp, temp) - surf->poly_radius2 < e->lightradius * e->lightradius)
+                                                               temp[0] = bound(surf->poly_mins[0], e->origin[0], surf->poly_maxs[0]) - e->origin[0];
+                                                               temp[1] = bound(surf->poly_mins[1], e->origin[1], surf->poly_maxs[1]) - e->origin[1];
+                                                               temp[2] = bound(surf->poly_mins[2], e->origin[2], surf->poly_maxs[2]) - e->origin[2];
+                                                               if (DotProduct(temp, temp) < e->lightradius * e->lightradius)
                                                                        surf->castshadow = castshadowcount;
                                                        }
                                                }
@@ -1236,17 +1195,6 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                        }
                }
                e->shadowvolume = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
-#if !PRECOMPUTEDSHADOWVOLUMES
-               // make a mesh to cast a shadow volume from
-               for (j = 0;j < e->numsurfaces;j++)
-                       if (e->surfaces[j]->castshadow == castshadowcount)
-                               Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, e->surfaces[j]->poly_numverts, e->surfaces[j]->poly_verts);
-#else
-#if 1
-               {
-               int tris;
-               shadowmesh_t *castmesh, *mesh;
-               surfmesh_t *surfmesh;
                // make a mesh to cast a shadow volume from
                castmesh = Mod_ShadowMesh_Begin(r_shadow_mempool, 32768);
                for (j = 0;j < e->numsurfaces;j++)
@@ -1273,7 +1221,7 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
 
                        // now that we have the buffers big enough, construct shadow volume mesh
                        memcpy(verts, castmesh->verts, castmesh->numverts * sizeof(float[4]));
-                       R_Shadow_ProjectVertices(verts, verts + castmesh->numverts * 4, castmesh->numverts, e->origin, e->lightradius);
+                       R_Shadow_ProjectVertices(verts, castmesh->numverts, e->origin, 1000000.0f);//, e->lightradius);
                        R_Shadow_MakeTriangleShadowFlags(castmesh->elements, verts, castmesh->numtriangles, trianglefacinglight, e->origin, e->lightradius);
                        tris = R_Shadow_BuildShadowVolumeTriangles(castmesh->elements, castmesh->neighbors, castmesh->numtriangles, castmesh->numverts, trianglefacinglight, shadowelements);
                        // add the constructed shadow volume mesh
@@ -1281,72 +1229,6 @@ void R_Shadow_NewWorldLight(vec3_t origin, float radius, vec3_t color, int style
                }
                // we're done with castmesh now
                Mod_ShadowMesh_Free(castmesh);
-               }
-#else
-               // make a shadow volume mesh
-               if (verts == NULL && maxverts > 0)
-                       verts = Mem_Alloc(r_shadow_mempool, maxverts * sizeof(float[4]));
-               for (j = 0;j < e->numsurfaces;j++)
-               {
-                       surf = e->surfaces[j];
-                       if (surf->castshadow != castshadowcount)
-                               continue;
-                       projectdistance = 1000000.0f;//e->lightradius;
-                       // copy the original polygon, for the front cap of the volume
-                       for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
-                               VectorCopy(v0, v1);
-                       Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, surf->poly_numverts, verts);
-                       // project the original polygon, reversed, for the back cap of the volume
-                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
-                       {
-                               VectorSubtract(v0, e->origin, temp);
-                               //VectorNormalize(temp);
-                               VectorMA(v0, projectdistance, temp, v1);
-                       }
-                       Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, surf->poly_numverts, verts);
-                       // project the shadow volume sides
-                       for (l = surf->poly_numverts - 1, k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;l = k, k++, v0 = v1, v1 += 3)
-                       {
-                               if (surf->neighborsurfaces == NULL || surf->neighborsurfaces[l] == NULL || surf->neighborsurfaces[l]->castshadow != castshadowcount)
-                               {
-                                       VectorCopy(v1, &verts[0]);
-                                       VectorCopy(v0, &verts[3]);
-                                       VectorCopy(v0, &verts[6]);
-                                       VectorCopy(v1, &verts[9]);
-                                       VectorSubtract(&verts[6], e->origin, temp);
-                                       //VectorNormalize(temp);
-                                       VectorMA(&verts[6], projectdistance, temp, &verts[6]);
-                                       VectorSubtract(&verts[9], e->origin, temp);
-                                       //VectorNormalize(temp);
-                                       VectorMA(&verts[9], projectdistance, temp, &verts[9]);
-
-#if 0
-                                       VectorSubtract(&verts[0], &verts[3], temp);
-                                       VectorSubtract(&verts[6], &verts[3], temp2);
-                                       CrossProduct(temp, temp2, temp3);
-                                       VectorNormalize(temp3);
-                                       if (DotProduct(surf->poly_center, temp3) > DotProduct(&verts[0], temp3))
-                                       {
-                                               VectorCopy(v0, &verts[0]);
-                                               VectorCopy(v1, &verts[3]);
-                                               VectorCopy(v1, &verts[6]);
-                                               VectorCopy(v0, &verts[9]);
-                                               VectorSubtract(&verts[6], e->origin, temp);
-                                               //VectorNormalize(temp);
-                                               VectorMA(&verts[6], projectdistance, temp, &verts[6]);
-                                               VectorSubtract(&verts[9], e->origin, temp);
-                                               //VectorNormalize(temp);
-                                               VectorMA(&verts[9], projectdistance, temp, &verts[9]);
-                                               Con_Printf("flipped shadow volume edge %8p %i\n", surf, l);
-                                       }
-#endif
-
-                                       Mod_ShadowMesh_AddPolygon(r_shadow_mempool, e->shadowvolume, 4, verts);
-                               }
-                       }
-               }
-#endif
-#endif
                e->shadowvolume = Mod_ShadowMesh_Finish(r_shadow_mempool, e->shadowvolume);
                for (l = 0, mesh = e->shadowvolume;mesh;mesh = mesh->next)
                        l += mesh->numtriangles;
@@ -1399,7 +1281,7 @@ void R_Shadow_FreeSelectedWorldLight(void)
 
 void R_Shadow_SelectLightInView(void)
 {
-       float bestrating, rating, temp[3], dist;
+       float bestrating, temp[3], dist;
        worldlight_t *best, *light;
        best = NULL;
        bestrating = 1e30;
@@ -1498,7 +1380,7 @@ void R_Shadow_SaveWorldLights(void)
 void R_Shadow_LoadLightsFile(void)
 {
        int n, a, style;
-       char name[MAX_QPATH], cubemapname[MAX_QPATH], *lightsstring, *s, *t;
+       char name[MAX_QPATH], *lightsstring, *s, *t;
        float origin[3], radius, color[3], subtract, spotdir[3], spotcone, falloff, distbias;
        COM_StripExtension(cl.worldmodel->name, name);
        strcat(name, ".lights");